User blog:Llamao/The Underground

Welcome to The Underground!

'''Important: Don't submit any characters yet please - this RPG is not yet finished and I would like to provide as much information as possible before you join. However, I encourage you to leave any comments, suggestions, and statements about how excited you are or about how awesome I am'''

=Introduction=

Rules

 * 1) Read everything that I have painstakingly written so that you don't miss anything and completely mess up
 * 2) I will control many of the events of the RPG, including where your character starts off, what class your character is, and what group your character may be affiliated to. Read into the "Locations" and "Classes" sections for more information on that
 * 3) While this RPG takes place in the same locations we know well, the timeline is well after the fall of Redwall, and new locations have emerged. However, this is not a futuristic or magical fantasy world
 * 4) Each user is allowed a maximum of three characters
 * 5) In order to participate in this RPG, you will need a complete bio of your character, and I have included some things to think about putting into your bio to make it more whole
 * 6) As a follow up to the above rule, no player will be able to control characters that do not belong to him/her. If you want to have a full time character, make a bio for it. Any NPCs will be in my control
 * 7) Remember that there will most likely be limited character interaction, because I don't want the plot to get out of hand - that doesn't make it less fun, though. This is a new world for you guys
 * 8) There will most definitely be battles - things to keep in check, however, are the realistic strength of your character. Characters can die in battle, and I shall be the one to judge when this applies
 * 9) Try your best to comment often, and hit me up with a message if you have problems, questions, or concerns
 * 10) Get ready to dive into a fun new world of adventure!

Character Info
Here are the recommended things you might want to put in your bios. Not all are necessary

Name

Species

Gender

Age

Weapons/Armor

Other Equipment

Personality

Appearance

History

You may add anything else you feel you may need. Bigger bios are better!

=The Story=

''As foreign powers and bloodthirsty barbarians travel from afar seeking out the jewel of the seas - Mossflower Country, new forces rise from underneath their paws to take control of what once belonged to them. Innocent beasts swallowed by soil in the dark of night, tortuous tree roots choking unwary travelers to death, and the arms of plagues reaching far and wide to strangle creatures in their wholly grasp. Nobeast can penetrate the unyielding mysteries surrounding the more frequent cases of extraneous deaths, with even the most powerful creatures falling prey to this new pestilence. In this calling for blood and tears, no creature is safe. Those of The Underground have risen.''

=Locations=

Long past the days of Redwall Abbey's glorious reign, new cities and markets have emerged, sending Martin the Warrior's fading spirit to rest. New classes of warriors and merchants have taken over the sundry lands, all looking to make a living in a world where status and the way of the warrior mean everything.

The Dark Forest
Originally the location of the peace-loving Mossflower Woods, the Dark Forest is now the most dangerous place in all of Mossflower. Even in the broadest daylight, the overhanging and depressingly heavy foliage blocks out all sunlight, leaving the drab forest floor almost uninhabited. Almost. Only those of the Underground can possibly live without fear in the Dark Forest, home to unseen creatures of impossible strength and brutish bodies. However, a small, mysterious group of hardened and stoic woodlanders still lives on within the abandoned historical remnants of Brockhall, inventing new ways to avoid being sucked into the lairs of the Underground. The Dark Forest surrounds all sides of the expanse of The Sentinel Fields.

The Sentinel Fields
Following the scattering and destruction of Redwall Abbey, many a creature tried to rebuild what had once prospered, but bloodshed and war ravaged the land for decades, until this isolated open space within the expanse of the Dark Forest was unable to be accessed by a creature without involving the death of that creature; those of the Underground had emerged. Centered around the ruins of Redwall Abbey, the Sentinel Fields are scattered with sundered sandstone and pillars overgrown with weeds and thick vines. No creature has set foot on this land in years, as they usually find themselves killed in the Dark Forest. However, any creature actually finding its way into these lands would probably be instantly killed in a most peculiar fashion.

Jarren's Outpost
A fortified stronghold based on the outskirts of Mossflower, Jarren's Outpost was built by the ferret Jarren and his gang of the same species, who had never anticipated any use for it. However, once chaos became more frequent due to attacks by those of the Underground, Jarren was killed in an uprising, and the outpost was inhabited by new authority, who changed the system to represent a place based solely upon the warrior spirit and lust. Not exactly a city, more like an enlarged strictly-run barracks, Jarren's Outpost is home to a multitude of creatures highly trained and disciplined in the warrior ways. The outpost contains large weapon stockades, new technologies, and a bloodthirsty but united battalion.

Karavalé
Located in the bountiful and ornate southern parts of the world south of Mossflower, the seaside merchant town Karavalé (pronounced Kah-rah-vahl-eh?)is the collection of all dreams and hopes of any creature wishing to rise from the dust to make a name for himself. However, like all class systems, the wealthy get wealthier while the poor get even poorer. The dark veil of corruption which lies above the city like a storm cloud has brought about the formation of guilds of assassins and other deceptive clans that lie in the shadows of alleys and rundown buildings. However, the merchants, or "beasts of trade", as they are commonly known, roam the cities with their wares and goods, providing the city with a bountiful flow of foreign items and currency. The docks of the city provide passage for these traders and trading ships, providing a home for all types of species. However, even this great city is shaken by the grim events that have taken place, and the city council has prohibited all creatures from exiting the walls of Karavalé … But who says laws are meant to be followed?

Azmar
Located on the treacherous island where the race of Marlfoxes once ruled, The Fortress of Azmar's history may be just as insidious as the history of its predecessor, Castle Marl. Filled with hordes of barbaric vermin, the baneful environment is ironically the only safe haven in Mossflower from the wrath of the Underground. The Great Inland Sea, which is chock full of deadly pike that serve as meals for the dangerous hordes, surrounds the large island of Azmar. The pungent character of chaos thrives in the harsh climate of Azmar, where isolated storms constantly pester the shores with wild wind-driven rain. However, as of late, many of the warring clans have merged to form two large armies, both of equal strength and territory: The Vandals and the Ravagers. While these armies continuously fight for control of Azmar, numerous clans still hide within the backforests of Azmar, living off the land in a nomadic fashion.

Frostwell's Peak
Far north of Mossflower, beyond the great sea, frozen terrain and steadfast tempests have plagued the lands for centuries, taming the wildest conflagrations with deadly extremity. The vast expanse of frigid land is home to the ermine and northern arctic hare races, who mostly sport white fur. Living in unity only due to the harsh conditions of living, the two species constantly bicker, and every creature strives to be the first to leave the lands in order to find the warm and luscious lands of the south. The hares live within the mountain fortress Frostwell's Peak, while the ermine bear the brunt of the weather, cautiously living below in the deep layer of snow. While vegetation is practically nil, the creatures of the north find a food source in multiple varieties of berry that are somehow resistant to the climate.

=Classes=

Valiant Lord or Noble Lady
A mighty ruler either waging wars or keeping peace amongst its soldiers - only the greatest of creatures will die holding the title of Lord or Lady. Skilled tacticians and strategists, Lords and Ladies have the power to hold creatures under their will.

Chieftain
Be he the leader of a gang, tribe, or clan, the chieftain is the superior representative of any motley crew of creatures, vermin and woodlander alike. Skilled leaders and crafty beasts, chieftains can make enemies as easily as they make friends.

Soldier
The generals, captains, veterans of war, and mercenaries make up the common class of soldiers who would put their lives on the line for their leaders. Powered not only by the blade, but also by the warrior's spirit, soldiers are the loyal first line of defense when it comes to battle.

Beasts of the Trade
The merchants and assassins, as we commonly call them, can be found roaming the woods, trekking through the sands, travelling along the paths, and living off the land. Whether it be finding clients or finishing off a client's job, these beasts are skilled in the arts of trade and death.

Merchants
For anybeast looking for luxurious apparel from the southlands, or precious gems of the east, or even the finest selection of weaponry from the west, merchant have it all. Armed with the trade, not the sword, these skillful hagglers can make even the cheapest wares seem like spectacles of legend.

Assassins
Lying within the darkest corners of any great place must be an assassin, or even a guild of assassins. Located mostly behind the walls of Karavalé, even the assassins have a class system. Starting as hired bandits, assassins must work their way up through the ranks to become one of the Elite assassins: the efficient, wraithlike beasts who move like shadows and slip through areas unseen like wind.


 * The Elite

Far more cunning than any of their brethren, few assassins ever achieve this status. One must be an all-rounded killer in order to become one of the Elite - skilled with most types of fitting weaponry, and especially quick and efficient.


 * Hustler

Fearsome and usually more burly fighter, but not a stealthy assassin. Light on the paws and skilled in hand-to-hand combat.


 * Clipper

More trained in the ways of silent killing, these assassins make for tough and efficient creatures


 * Hired Bandit

Lowest class of assassins - training in the ways of becoming a skilled murderer (will eventually become one of the above classes)

=Characters=

'IMPORTANT NOTE: DO NOT PICK A STARTING LOCATION OR CLASS FOR YOUR CHARACTER. I SHALL JUDGE WHERE YOUR CHARACTER WILL START OUT BASED ON THE BIO YOU SUBMIT. IF YOU WANT A SPECIFIC CLASS, YOU CAN ALWAYS INFLUENCE MY CHOICE BY TWEAKING YOUR BIO'